Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper

Main Details | Alternate Class Features | Archetypes | Class Builds | Exploits | Specializations

Operative Exploits

You learn your first operative exploit at 2nd level, and an additional exploit every 2 levels thereafter. Operative exploits require you to have a minimum operative level, and they are organized accordingly. Some require you to meet additional prerequisites, such as having other exploits.

All According to Plan (Ex)

Source Starfinder Enhanced pg. 60
Level Required 10
Whether your shot ricochets, hits a grenade, or otherwise causes a dangerous chain reaction, you can set your trick shot up to cause significant damage even if you miss. If you succeed by 10 or more at the skill check to deal additional damage on a trick attack but miss your subsequent attack roll, you can choose to sabotage your target’s move action or standard action. If the target then performs the chosen action, they take damage equal to the additional damage you would have dealt with your trick attack. Normally, all damage taken is the same as your attack; however, a GM might change the damage based on their description of the action. If you spend 2 Resolve Points when you use this exploit, you can trigger your own plan as a reaction and add the effects of a debilitating trick. Once you’ve used this ability, you can’t use it again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.